IA Logo


IA Information
Communication

Dave Mark's books

Post-Play'em - Observations on Game AI


Brütal Legend’s RTS elements

Ok… now I get what Tara Teich is going to be talking about in her AI Summit lecture on Brütal Legend. She is going to be focusing on the challenges that they faced when they introduced RTS elements into a brawler-style game. When I did my first look, I hadn’t really seen evidence of how the RTS/brawler cross-over was happening. I just now played the first major battle (after you set up the stage for the first time), and I really see the mechanism at work.

Trying to manage all the different types of “units” you can summon makes for an interesting gameplay element. What’s more, as a player, you have to switch between solo brawling and teaming up with the other units. For example, you can get together with a group of headbangers and form a moving moshpit. At times, however, you have to make the decision to disband the group and go back to mashing solo, or team up with another group. Oh yeah, and you can still just issue general orders to units you aren’t teamed up with — orders like “come to me”, “stay and defend” or “attack that”. This can be done in addition to the local control as a team.
If it is difficult for me to manage what is supposed to be happening in the grand melee of units, I can imagine that trying to organize it properly from an AI standpoint must have been challenging as well. Because the units need to be nearby in order to be ordered or paired up with, I wonder if the units try to stay close to the player?

But what happens if there are legitimate people to kill that I’m not near? I can see frustration developing if the units were to just go off and attack on their own. Sure, it’s the right thing to do from a tactical standpoint, but the whole point is to give the player the sense of command. In a way it combines the autonomy of RTS units with a little bit of companion AI from the likes of Left 4 Dead or Mass Effect.
The other question is if they are doing combined tactics when they are on their own. I don’t mean advanced stuff like flanking, etc. Rather, are they just picking the nearest enemy or are they spreading out for maximum coverage?
On both of these points, I will have to do some more observation of what’s going on — and that usually means watching one of my kids play instead of doing it myself. They usually don’t argue much when I tell them it’s their turn.

Tags: , ,



Leave a Reply

Add to Google Reader or Homepage

Latest blog posts:

IA News

IA on AI

Post-Play'em




Content 2002-2010 by Intrinsic Algorithm L.L.C.

OGDA